While a player is playing one game on a gaming machine using a mobile gaming device, the systems and methods described herein recommend other games to the player based on the player's real time game play. An export data set is generated using parsing rules and used for recommendations. The game recommendations are provided to the mobile gaming device for selection by the user.
Legal claims defining the scope of protection, as filed with the USPTO.
1. A method for recommending games using distributed storage comprising: establishing a wireless communications link between a mobile gaming device operated by a player and a first gaming terminal that carries out a gaming program to play a first game; receiving player control signals by the first gaming terminal from the mobile gaming device to initiate the first game; detecting the player's real time or near real time game play in the first game when the player initiates the first game using the mobile gaming device; receiving, at a local computing device from the gaming terminal at a moment of the detection of the real time or near real time game play, player and game play data corresponding to the player's real time or near real time game play in the first game defining occurrence of game factors for the real time or near real time game play over time; determining that the player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using a gaming and play behavior model of stored game play data partitioned into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of the game factors over the time period; generating, at the local computing device, an export data set using parsing rules, wherein the exported data comprises at least some of the player and game play data; transmitting, from the local computing device to a central server, the exported data set; receiving, at the local computing device from the central server, a set of game recommendations generated using the export data set and the plurality of game session patterns, wherein the set of game recommendations identify at least a second game; and providing the set of game recommendations to the mobile gaming device for selection by the player using the mobile gaming device to initiate play of at least the second game.
2. The method of claim 1 , wherein the parsing rules are defined by user preferences.
3. The method of claim 1 , wherein the gaming terminal is licensed for a particular jurisdiction, wherein the parsing rules are defined by regulatory requirements for the particular jurisdiction.
4. The method of claim 1 , wherein the player and game play data comprises private and non-private data, and wherein the method further comprises: generating the export data set using the parsing rules by separating the private and non-private data, wherein the export data set comprises non-private data.
5. The method of claim 1 , wherein the local computing device is coupled to a plurality of gaming terminals, the mobile gaming device operable to wirelessly connect the plurality of gaming terminals, wherein the method further comprises: determining a collection of available games from the plurality of gaming terminals; providing the collection of available games to the central server; wherein the set of game recommendations identify games from the collection of available games.
6. The method of claim 1 , further comprising: generating the export data set by applying a hashing algorithm to the player and game play data.
7. The method of claim 6 , further comprising: generating a tag using the hashing algorithm, wherein the tag links the export data set to the player and game play data; and transmitting the tag with the export data set.
8. The method of claim 1 , wherein the mobile gaming device and the local computing device are located a first jurisdiction, the gaming terminal being licensed for the first jurisdiction, and wherein the central server is located in a second jurisdiction.
9. The method of claim 1 , wherein the second game is played on a second gaming terminal, wherein the method further comprises: transferring credits from the first gaming terminal to the second gaming terminal.
10. The method of claim 1 , wherein the set of recommended games is associated with a gaming model of a plurality of gaming models, and wherein the method further comprises: detecting a threshold amount of data for the player's real time game play; and partitioning the data for the player's real time game play into a plurality of game events, and wherein the export data comprises one or more events of the plurality of game events, and wherein the gaming model corresponds to the one or more events of the plurality of game events.
11. The method of 1 , wherein the player's real time game play is associated with the game factors, wherein the set of recommended games is associated with a gaming model of a plurality of gaming models, and wherein the gaming model comprises a collection of game factors representing a predetermined gaming and play behavior model of game player.
12. The method of claim 11 , wherein the game factors comprise one or more members selected from the grouping consisting of: game session length, play behavior, game behavior, game language, game location, game selection, elapsed time with one game, wagering behavior, game type, game theme, wager amounts, wager denominations, play rates, typical bonus values, game brand, prize distributions, amounts of incremental wagers, frequency of wagering, for instance the presence or absence of multiple rounds of wagering in a game, the number of rounds of wagers permitted in a game, maximum wager amounts permitted, minimum wager amounts permitted, amount of wagering, elapsed time between selected events for instance starting a new game, reaction to bonus rounds, reaction to progressive outputs, pay table features, amount of incremental wagers, frequency of wagering, elapsed time for player reaction, amount of wagering, elapsed time between wagers, frequency of player action, game rules, game complexity, ability for a player to control or have an effect on a game outcome, whether an outcome is predetermined, whether parallel wagering is provided, average game speed, average wager amounts, average wager rate, presence or frequency of bonus rounds, presence and frequency of progressive outputs, payout percentages, win rates, win percentages, loss rates, loss percentages, use of special features, frequency of use of special features, number of lines played, total amount wagered, and type of payment received.
13. The method of claim 1 further comprising: receiving a signal initiated by the mobile gaming device that identifies the player as an active player in the first game; detecting, as player and game play data, play of an individual game in a designated area assigned to the player as part of the first game, while the remaining players have an option to concurrently play a community game displayed on additional designated areas assigned to different players; detecting, as player and game play data, the concurrent display of a plurality of icons in the designated area assigned to the player, each icon being associated with a particular wager amount, wherein the icons concurrently displayed are associated with a plurality of different wager amounts, and wherein at least some of the icons are associated with a hidden prize; receiving, as player and game play data, a signal identifying a particular icon being touched at the mobile gaming device; detecting, as player and game play data, a deduction of the wager amount associated with the icon touched by the player from a bank of credits associated with the first player; and detecting, as player and game play data, a grant of an award to the player associated with the icon touched by the player.
14. The method of claim 1 further comprising: generating the gaming and play behavior model by partitioning the stored game play data into the plurality of game session patterns; receiving, at the central server, the export data, from the local computing device; storing the export data as part of a collective pool of game play data, the collective pool of game play data comprising a larger amount of player and game play data than the export data; generating the set of game recommendations using the collective pool of game play data and the plurality of game session patterns; and providing the set of game recommendations.
15. The method of claim 14 , further comprising: receiving a jurisdiction of the player; processing the collective pool of game play data using the jurisdiction of the player; generating the set of game recommendations using the processed collective pool of game play data and the jurisdiction of the player.
16. The method of claim 15 , furthering comprising: weighting the processed collective pool of game play data based on the jurisdiction of the player.
17. The method of claim 14 , wherein the set of recommended games is associated with a gaming model of a plurality of gaming models, and wherein the method further comprises: determining each of the plurality of models from the collective pool of game play data using cluster analysis; and associating a set of recommended games with each of the plurality of gaming models.
18. The method of claim 14 , wherein the set of recommended games is associated with a game player type, wherein the game player type is associated with a gaming model of a plurality of gaming models, and wherein the method further comprises: detecting a threshold amount of data for the player's real time game play; determining the game player type based on analysis of the data for the player's real time game play; and determining that the gaming model corresponds to the game player type.
19. The method of claim 1 , where the player is playing anonymously without the use of a player tracking card and without registration.
20. The method of claim 1 , further comprising registering a player by receiving registration data.
21. The method of claim 20 , further comprising: accessing historical game play data for the player using the registration data, wherein player and game play data comprises the historical game play data.
22. A gaming system for recommending games using distributed storage comprising at least one processor configured to: establish a wireless communications link between a mobile gaming device operated by a player and a first gaming terminal that carries out a gaming program to play a first game; receive player control signals from the mobile gaming device to initiate the first game; detect the player's real time or near real time game play in the first game when the player initiates the first game using the mobile gaming device; receive from the gaming terminal at a moment of the detection of the real time or near real time game play, player and game play data corresponding to the player's real time or near real time game play in the first game defining occurrence of game factors for the real time or near real time game play over time; determine that the player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using a gaming and play behavior model of stored game play data partitioned into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of the game factors over the time period; generate an export data set using parsing rules, wherein the exported data comprises at least some of the player and game play data; transmit, to a central server, the exported data set; receive, from the central server, a set of game recommendations generated using the export data set and the plurality of game session patterns, wherein the set of game recommendations identify at least a second game; and provide the set of game recommendations to the mobile gaming device for selection by the player using the mobile gaming device to initiate play of at least the second game.
23. A non-transitory computer-readable storage medium storing one or more sequences of instructions which, when executed by one or more processors, causes the one or more processors to perform a method of controlling computing application interactions with an electronic learning platform, the method comprising: establishing a wireless communications link between a mobile gaming device operated by a player and a first gaming terminal that carries out a gaming program to play a first game; receiving player control signals by the first gaming terminal from the mobile gaming device to initiate the first game; detecting the player's real time or near real time game play in the first game when the player initiates the first game using the mobile gaming device; receiving, at a local computing device from the gaming terminal at a moment of the detection of the real time or near real time game play, player and game play data corresponding to the player's real time or near real time game play in a first game defining occurrence of game factors for the real time or near real time game play over time; determining that the player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using a gaming and play behavior model of stored game play data partitioned into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of the game factors over the time period; generating, at the local computing device, an export data set using parsing rules, wherein the exported data comprises at least some of the player and game play data; transmitting, from the local computing device to a central server, the exported data set; receiving, at the local computing device from the central server, a set of game recommendations generated using the export data set and the plurality of game session patterns, wherein the set of game recommendations identify at least a second game; and providing the set of game recommendations to the mobile gaming device for selection by the player using the mobile gaming device to initiate play of at least the second game.
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February 2, 2016
September 4, 2018
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